Meshy Madness
Model preparation, material setup, optimisation and production LOD tooling for Unity 6.
Materials and Textures
Meshy Madness recognises base colour, normal, metallic, roughness, occlusion and emission maps and builds an appropriate Lit material for the selected Unity render pipeline.
Render pipeline
| Option | Result |
|---|---|
| Auto | Uses the active project's render pipeline. |
| Built-in | Creates a Standard material. |
| Universal | Creates a Universal Render Pipeline Lit material. |
| High Definition | Creates an HDRP Lit material using Base Color, Normal, Mask and Emissive map slots. |
Texture quality
- Maximum Quality โ keeps textures uncompressed.
- Balanced โ uses normal Unity compression for a practical quality and project-size balance.
- Compact โ uses compressed textures to reduce project size.
Advanced material controls
- Remap imported FBX โ assigns the generated material back to the imported model.
- GPU instancing โ enables material instancing where supported by the shader.
- Render both sides โ disables back-face culling for thin or open surfaces.
- Ignore black emission โ prevents effectively black emission textures being treated as useful output.
- Normal strength โ controls the normal-map effect.
- Fallback metallic and smoothness โ used when the source does not contain usable maps.
- Occlusion strength โ controls the occlusion contribution.
Packed maps
Metallic and roughness data are combined for Unity Lit workflows. HDRP uses a Mask Map containing metallic, ambient occlusion, detail-mask and smoothness information.
Metallic and roughness data are combined for Unity Lit workflows. HDRP uses a Mask Map containing metallic, ambient occlusion, detail-mask and smoothness information.